Vulkan Compute hardly matters and DirectX future is on mesh shaders.
Also all major graphics vendors tend to create their hardware designs in collaboration with Microsoft as part of DirectX, and eventually add them as extensions to Khronos APIs.
So it hardly matters what Khronos is doing with Vulkan.
It is up to Khronos to make it more interesting to do otherwise.
Hardware Transformation and Lighting, CG/HLSL, RayTracing, MeshShaders and more recently DirectStorage, are all examples of features that appeared first in DirectX, with AMD or NVidia hardware implementation, before showing up as OpenGL or Vulkan extension.
Also all major graphics vendors tend to create their hardware designs in collaboration with Microsoft as part of DirectX, and eventually add them as extensions to Khronos APIs.
So it hardly matters what Khronos is doing with Vulkan.